Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

If two things have the same name the pedia will be confused. It is essential that the names of buildings are different to the names of units and improvements etc. Yes it is language specific.

I have no idea why the programmers went with the localization for the links rather than the TXT_KEY_ identifier.
Could rename the building to "Master Hunter Lodge". or rename the unit to "Chief Hunter" or "Hunting Chief".

or something....
 
The Great Farmer can not place Guinee Pigs, when you have them as a trade item.
 
The Great Farmer can not place Guinee Pigs, when you have them as a trade item.

It is done in Python so someone needs to update it whenever such a resource is added. Need to really look at it to see if it can be done programaticaly by checking for livestock and plant resources rather than a hard coded list.
 
The Resources tab in the Foreign Advisor (F4) window, other than being near useless because of the resources overflowing, the bottom tab menu is missing. This causes one to not be able to see the other windows of the advisor unless that file is reloaded.

I would dare say it has something to do with the overflow from the resources :crazyeye:


Cheers!
-Liq
 
The original screen could not handle anywhere near the number or resources. Th current screen is supposed to handle a lot more but there are more than even it can handle late in the game.
 
Note:
Some crashes may have just been repaired by my last update. I THINK that what was happening was a matter of a flaw in an animation that the code was not well prepared to deal with. I just managed to write a shortcut around the problem if the problem exists but it doesn't actually solve the problem. Thankfully it doesn't cause any real trouble so basically the code is just more capable of handling the situation. But on the downside it means that errors like this will be pretty much invisible.

So take care when working with animations and graphics.
 
Note:
Some crashes may have just been repaired by my last update. I THINK that what was happening was a matter of a flaw in an animation that the code was not well prepared to deal with. I just managed to write a shortcut around the problem if the problem exists but it doesn't actually solve the problem. Thankfully it doesn't cause any real trouble so basically the code is just more capable of handling the situation. But on the downside it means that errors like this will be pretty much invisible.

So take care when working with animations and graphics.
Any other info on what kind of animations causes trouble?
 
It's rough not being able to sleep!

With the Domestic Advisor Buildings have two entries as you know, a BUILDING_ that's default 50 or 65 units width and a BLDGCLASS_BILDI that cuts off there but is 22 units in width.

Obviously, if you are following me so far, it's the 22 length BLDGCLASS you want for your page. Rarely, if ever, do you want the 65 width one as an icon is fine and space is at a premium normally.

The issue here is that some of these buildings are not listed as having a class because there's no 22 width entry and in some rare cases the 22 width option results in a blank column, with no status entries showing.

I assume there something wrong with the XML entries of the afflicted buildings. If so, want me to make a thread and just post what I find via need to track it? :D

I can give you two examples right now, Department of Motor Vehicles has no 22 width class_ and Nature Circle (Wheat God) is corrupted somehow as it is a blank column with no striping or status symbols (sounds like a defrocked 70's pimp).

Anyway, I run into this not uncommonly as I use the Advisor heavily. If you want a list let me know, it updates all the time!



Cheers!
-Liq'd
 
The original screen could not handle anywhere near the number or resources. Th current screen is supposed to handle a lot more but there are more than even it can handle late in the game.

That seems like an excellent reason to switch from lots of resources to auto-buildings, then.
 
I've noticed that too. There's something badly with the latest update. :(
 
Revert or Export to v8603 till this problem is corrected.

Both DH's 8604 fix and TB's 8605 has problems.

JosEPh
 
Note:
Some crashes may have just been repaired by my last update. I THINK that what was happening was a matter of a flaw in an animation that the code was not well prepared to deal with. I just managed to write a shortcut around the problem if the problem exists but it doesn't actually solve the problem. Thankfully it doesn't cause any real trouble so basically the code is just more capable of handling the situation. But on the downside it means that errors like this will be pretty much invisible.

So take care when working with animations and graphics.

T-Brd,
You need to remove your work around. It has broken the game. Sorry man. :(

JosEPh
 
Did you fix the trading caravans/units so it will give more gold if you travel to more far away citys? Last game previous builds, dosent matter how dar they go 10 plots or 100 plots always same income.
 
Did you fix the trading caravans/units so it will give more gold if you travel to more far away citys? Last game previous builds, dosent matter how dar they go 10 plots or 100 plots always same income.

No not fixed.

JosEPh
 
Did you fix the trading caravans/units so it will give more gold if you travel to more far away citys? Last game previous builds, dosent matter how dar they go 10 plots or 100 plots always same income.

As far as I know distance was never involved. The return was based solely on the size of the end city and if it was on a different landmass.
 
@alberts2, T-brd, etc.,

In CvPlot.cpp this line was changed: ----->return . std: :max(0,'iCount);<-|

to :----->return . std: :max(0,'(iCount/3));<-| Which I think maybe wrong.

Maybe it should've been :max((0,'iCount)/3);<-| ???

The grouping just doesn't look right to this amatuers' eyes. I could be all wet too. :dunno:

JosEPh
 
Revert or Export to v8603 till this problem is corrected.

Both DH's 8604 fix and TB's 8605 has problems.

JosEPh

T-Brd,
You need to remove your work around. It has broken the game. Sorry man. :(

JosEPh
Nobody has provided a savegame and I'm not experiencing any crash issues at all myself so I need something that shows a problem to fix it.

@alberts2, T-brd, etc.,

In CvPlot.cpp this line was changed: ----->return . std: :max(0,'iCount);<-|

to :----->return . std: :max(0,'(iCount/3));<-| Which I think maybe wrong.

Maybe it should've been :max((0,'iCount)/3);<-| ???

The grouping just doesn't look right to this amatuers' eyes. I could be all wet too. :dunno:

JosEPh
This is a successful fix in my game with my wife. MP games like ours are even more sensitive to problems than single player games. The intention of that particular change is to reduce the AI's assessment of healer need by 1/3d. And it works. Brilliantly.

Any other crashes or hangs I just need to see the actual save. If any of the small changes I made are related, the debugger will show me how and where. If they aren't, the debugger will show me that too and where the problem actually is.

In the max statement, You're saying 'take the highest amount from these two variables. The variables are included within () and divided by a comma. The second () nested within is to specify to perform the calculation before evaluating the value. So it reads: Take the best of 0 or iCount divided by 3, whichever is higher.
 
I'm not sure how relevant a save-file will be, as they work fine without 8605 and don't work at all with 8605. I reverted and was able to continue playing with the same files.

Feel free to try just one of mine though.
 

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